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FumeFX 7.5 [Maya] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-05-2026, 08:44 AM
» Replies: 0
» Views: 172
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FumeFX 7.6 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
08-05-2026, 01:10 PM
» Replies: 0
» Views: 360
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FumeFX 7.5.5 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
05-06-2026, 01:45 PM
» Replies: 0
» Views: 560
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FumeFX 7.0 GPU for Maya R...
Forum: Announcements
Last Post: Kresimir Tkalcec
03-25-2026, 09:58 AM
» Replies: 0
» Views: 545
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TyFloW
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
03-06-2026, 05:32 AM
» Replies: 1
» Views: 864
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FumeFX 7.5.2 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
02-24-2026, 05:09 PM
» Replies: 0
» Views: 517
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FumeFX 7.5.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
01-29-2026, 06:54 AM
» Replies: 0
» Views: 590
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FumeFX 7.5 GPU for 3ds ma...
Forum: Announcements
Last Post: Kresimir Tkalcec
12-17-2025, 10:06 AM
» Replies: 0
» Views: 761
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Newbie
Forum: FumeFX [max]
Last Post: Kresimir Tkalcec
11-25-2025, 01:42 PM
» Replies: 1
» Views: 1,001
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FumeFX 7.1 [max] update
Forum: Announcements
Last Post: Kresimir Tkalcec
10-06-2025, 11:32 AM
» Replies: 0
» Views: 792
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| cropping simulation area |
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Posted by: distract - 08-21-2007, 03:52 PM - Forum: FumeFX [max]
- Replies (6)
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hello,
i´m looking for an effective way to get rid of areas of the simulation grid, when i don´t need them anymore. i have some kind of rolling effect emitted by particles. i´m interested in the moving front of that effect but i want to get rid of the smoke after a while to speed up the simulation. i´m still quite new to the program, and i did like my first try with the scripted access to reset the values to 0.0 when the voxel is inside the area of another object. I used a box for this, to chop parts of the simulation off. i know this is really done like a dirty hack and it actually seems slower than the complete simulation without script. I´m looking for an effective way to do that. any ideas?
Thanks for any input,
julian
this was my first try, unefficient and slow. and it crashed when i had the viewport preview active. when that was off it worked...
-------------------------
fn PostObjects = (
blocker = $FFX_blocker
measurePoint = dummy boxsize:[0,0,0]
for i in 0 to (nx - 1) do
(
for j in 0 to (ny - 1) do
(
for k in 0 to (nz - 1) do
(
voxWorld = ffxVoxelPtToWorld [i,j,k]
measurePoint.pos = voxWorld
if ( intersects blocker measurePoint ) do
(
setSmoke i j k 0.
setTemp i j k 0.
--setFuel i j k 0.
)
)
)
)
delete measurePoint
)
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| Educational copies of Fumefx. |
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Posted by: mmascheri - 08-20-2007, 03:37 PM - Forum: FumeFX [max]
- Replies (2)
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Hi there,
We have been using the educational version of Dreamscape and Afterburn for quite a while, and I'm looking for info on the educational version of fumefx. We normally order through Turbosquid and Studica, but niether carry the educational version. Can we purchase directly through Sitni Sati?
Thanks
Matthew
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| More detailed smoke |
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Posted by: jedihopper - 08-16-2007, 07:25 AM - Forum: FumeFX [max]
- Replies (2)
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I don´t understand how to make more detailed, I have tried to make it as in the teapot tutorial my no luck.
I have a really intence grid, but it there´s not much better, just longer simulation time.
I don´t really understand what each parameter does, at the moment it´s change one parameter and se whats happen.
Do I need to change something in the rendering parameters or is it simulation to get the smoke look more detailed
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| Disable opacity AFC makes alpha incorrect |
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Posted by: mitchgates - 08-15-2007, 10:27 PM - Forum: FumeFX [max]
- Replies (5)
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I've discovered that if you disable the AFC for smoke opacity fume renders the transparency and alpha based on the value of your rgb smoke color swatch (which is incorrect). So, if you have a black smoke color for example, your render will be completely transparent! If you use a linear 1-1 AFC curve instead it renders correctly.
Thanks,
m
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| Tranfering License |
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Posted by: Dietmar - 08-13-2007, 08:21 PM - Forum: AfterBurn
- Replies (5)
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Is there a way to transfer the áfterburn license to a new workstation?
Or do I have to installit an d get a new authorizationcode!
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| Fumefx_Changing frame rate |
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Posted by: aydin - 08-03-2007, 08:56 AM - Forum: FumeFX [max]
- Replies (2)
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hi,
After trying to do a fire shot for my custumers at 25 fps. he realy like it but he wants same simulation at 100 fps. When i change simulation time with time scale all the simulation, smoke density and behavior also changes.
he realy want same simulation but im not getting closer to 25 fps one.
any suggestion ?
thanks...
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| Finalrender stage1 r2 GI cannot renderm dreamscape sea mater |
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Posted by: olusegun - 07-27-2007, 11:47 PM - Forum: DreamScape
- Replies (2)
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Hello
I am trying out final render stage1 r2 in max9 with dreamscape. My intent is to get a better rendering than the what the scanline offers. I had hope FR stage r2 will do the trick since mental ray does not work with dreamscape. However to my dismay I realised that the FR stage1 r2 Gi engine cannot render the dreamscape material. It just renders it plain white. See attachment
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| "Cannot delete .fcd!" Error? |
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Posted by: mitchgates - 07-27-2007, 09:54 PM - Forum: FumeFX [max]
- Replies (7)
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Occasionlly I get the following error on a multiple of 10th frame during simming...
Cannot delete .fcd!
Simulaiton terminated
Once this occurs, I have to roll back to an earlier version of my scene to get anything working again...even if I point the cache to an newly created folder. These cache is pointing to a mapped network drive, but when i point it to a LOCAL folder on my system hd I don't seem to get the error (need to test more to be sure of that). Any ideas?
Thanks
-m
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| Independant wake resolution |
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Posted by: mcvltd - 07-25-2007, 10:46 AM - Forum: DreamScape
- Replies (3)
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Kresimir,
Just a quick request, not too sure if anybody has asked for this before, but, is there any chance that a future release of dreamscape could have the wake foam map resolution (from the dynamics object) independant of the wake simulation grid resolution.
This would be a great time/disk space saver as I could use a small res for the simulation grid and a high res for the wake foam map.
Regards,
Rob.
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